The Golarion Gambit
Winslow Crestkeeper III
Middle-aged Human Paladin 13 of Iomedae
Male middle-aged human paladin 13
LG Medium humanoid (human)
Init + 0; Senses darkvision 60 ft.; Perception + 11
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)
AC 28, touch 12, flat-footed 28 (+ 14 armor, + 2 deflection, + 2 natural)
hp 134 (13d10+52)
Fort + 16, Ref + 9, Will + 11
Immune charm, disease, fear
Speed 40 ft. (30 ft. in armor)
Melee dagger + 18/+ 13/+ 8 (1d4+5/19-20) or
exorcist + 22/+ 17/+ 12 (2d6+10/17-20 plus 2d6 vs. Evil Outsider) or
gauntlet (from armor) + 18/+ 13/+ 8 (1d3+5) or
unarmed strike + 18/+ 13/+ 8 (1d3+5 nonlethal)
Ranged + 2 shortbow + 15/+ 10/+ 5 (1d6+2/×3) or
light crossbow + 13 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 19, 7d6), smite evil 5/day (+ 3 attack and AC, + 13 damage)
Paladin Spell-Like Abilities (CL 13th; concentration + 16)
At will—detect evil
Paladin Spells Prepared (CL 10th; concentration + 13)
3rd—cure moderate wounds, prayer
2nd—delay poison (2), eagle’s splendor
1st—divine favor (2), lesser restoration (2)
Str 20, Dex 11, Con 16, Int 13, Wis 11, Cha 16
Base Atk + 13; CMB + 18; CMD 30
Feats Critical Focus, Extra Lay on Hands, Great Fortitude, Improved Critical (greatsword), Leadership, Lightning Reflexes, Power Attack, Weapon Focus (greatsword)
Traits rich parents, world traveler
Skills Climb + 3, Diplomacy + 10, Heal + 9, Intimidate + 8, Knowledge (arcana) + 6, Knowledge (planes) + 14, Linguistics + 3, Perception + 11, Ride + 4, Survival + 2, Swim + 4
Languages Abyssal, Common, Custom Language, Infernal
SQ divine bond (mount), lay on hands 11/day (6d6), mercies (diseased, fatigued, poisoned, sickened)
Combat Gear + 1 holy arrows (50), potion of cure light wounds (10), healer’s kit, oil (5); Other Gear + 5 mithral full plate, + 2 shortbow, exorcist, dagger, light crossbow, amulet of natural armor + 2, bag of holding iv, belt of physical might + 4 (Str, Con), boots of striding and springing, efficient quiver, goggles of night, phylactery of faithfulness, ring of protection + 2, ring of sustenance, bedroll, belt pouch, blanketAPG, bullseye lantern, cold weather outfit, feed (per day) (5), flint and steel, grappling hook, hemp rope (50 ft.), noble’s outfit, pathfinder chronicleISWG, pot, signet ring, silver holy symbol of Sword and Sun, soap, torch (10), trail rations (5), waterskin, whetstone, winter blanket, hireling, bedroll, belt pouch, blanket, bullseye lantern, waterproof, chain shirt barding, coffee pot, dagger, fishhook, flint and steel, hammer, hemp rope (50 ft.), masterwork backpack, potion of cure light wounds, shortspear, hireling, animal harness, backpack, bedroll, belt pouch, crossbow bolts, dagger, flint and steel, hemp rope (50 ft.), leather barding, light crossbow, mess kit, pot, potion of cure light wounds, quarterstaff, torch, trail rations, waterskin, light horse, bit and bridle, pack saddle, riding saddle, saddlebags, tent, pavilion, 1,543 gp, 1 sp, 3 cp
+ 1 holy arrows – 0/50
Dagger – 0/1
Feed (per day) – 0/5
Healer’s kit – 0/10
Lay on Hands (6d6 hit points, 11/day) (Su) – 0/11
Paladin Channel Positive Energy 7d6 (5/day, DC 19) (Su) – 0/5
Potion of cure light wounds – 0/10
Smite Evil (5/day) (Su) – 0/5
Summon Mount (3/day) (Sp) – 0/3
Torch – 0/10
Trail rations – 0/5
Animal Companion Link (Ex) Handle or push Animal Companion faster, + 4 to checks vs. them.
Aura of Courage + 4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve + 4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Critical Focus + 4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6 hit points, 11/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Leadership (score 16) You attract loyal companions and devoted followers.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 7d6 (5/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack – 4/+ 8 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of “you” on animal companion, as touch spells.
Smite Evil (5/day) (Su) + 3 to hit, + 13 to damage, + 3 deflection bonus to AC when used.
Winslow Crestkeeper III was born on Eleint 12, 1457, in the world of Toril, the second child of Winslow Crestkeeper II and Novella McClure, heiress to the McClure Shipping Coster fortune. He has an older sister, Kathryn and two younger siblings, Ophilia and Kevroar. The family owns and operates the Crestkeeper Trading Coster. With his father’s marriage to Novella McClure, the family’s business has since included a shipping coster. This merger has created the Vanguard Trading Coster, one of the most successful family-owned business in all of Cormyr.
At his father’s request, he traveled to the Sunset Vale to establish a business venture there. While in the Sunset Vale, the Forest Kingdom found itself defending its borders against humanoid incursions. Winslow immediately returned to Cormyr to do what he could to help. It was during this time, that he completed his paladin training as a an Amaunatori, follower of Amaunator.
He then returned to the Sunset Vale to rejoin the Company of the Siren’s Song. The group traveled to Hluthvar and cleansed the town of its undead infestation. After, a Cormyrean force from Castle Aris entered Hluthvar to claim the deserted city as a protectorate-town. Winslow was instrumental in this, but it had cost him his friendship with the others who did not agree with Cormyr’s presence in the vale. Winslow then left for Cormyr to serve his beloved country. It would take nearly fifteen years for Winslow to return to the Vale to try and reforge the friendship he once had with his former adventuring friends.
Winslow was adventuring with his friends from Bear’s Head on a mission for the Council of Waterdeep to save the Realms against the rise of Tiamat, queen of evil dragons, when he, Lo-kag, and Skaylebane were captured then ultimately sacrificed to Tiamat. A year later, Caldreas and Patch, and others from Bear’s Head descended into the Nne Hells to retrieve an object containing the souls of Winslow, Lo-kag, and Skaylebane.
Returned from the dead, Winslow enjoyed a brief moment of respite in Bear’s Head when a strange magical storm appeared over the Sunset Vale and the town of Bear’s Head. Magical bolts struck downward and either injured, killed people, or teleported them elsewhere. Winslow, who was helping the injured citizens was himself struck along with a few of his friends.
When he awoke, Winslow found himself and his friends in a whole new world. Together, they discovered they had been transported to the world of Golarion and in the nation of Taldor. Unable to find a way back home, Winslow and the others from Bear’s Head made a living as adventurers in Taldor. Winslow, not feeling the presence of Amanautor, had come to worhsip Iomedae, The Inheritor, and has championed the goddess as a paladin.
In the two years since their arrival, they have made a name for themselves as the Champions of the Realms.